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Evaluating User Interface and User Experience in Digital Philanthropy Platform: A Study of Kitabisa.com I Wayan Surya; Ramanda Dimas Surya Dinata; Ari Rimbawan
Judikatif: Jurnal Desain Komunikasi Kreatif Vol. 8 No. 1 (2026): June Issue
Publisher : fakultas Desain Komunikasi Visual

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35134/judikatif.v8i1.290

Abstract

The rapid growth of digital philanthropy in Indonesia has encouraged the development of social crowdfunding platforms that facilitate online donation activities through mobile-based systems. In this context, interface usability and user experience play important roles in influencing user trust, emotional engagement, and continuity of platform usage. As one of the largest crowdfunding platforms in Indonesia, Kitabisa.com requires an interface capable of supporting effective interaction, visual clarity, and positive user experiences. This study aims to evaluate the User Interface (UI) and User Experience (UX) quality of the Kitabisa.com application using the System Usability Scale (SUS) and User Experience Questionnaire (UEQ) methods. The research employed a descriptive quantitative approach involving 30 respondents who had previously used the application for donation activities or campaign exploration. Data were collected through online questionnaires consisting of SUS and UEQ instruments. The SUS analysis produced a score of 78.0, indicating that the application falls within the acceptable usability category with good interaction quality. Furthermore, the UEQ evaluation demonstrated positive results across all dimensions, including attractiveness, perspicuity, efficiency, dependability, stimulation, and novelty. The findings indicate that the application successfully supports usability efficiency, navigation clarity, and positive emotional engagement during digital donation activities. However, the novelty dimension obtained the lowest score, indicating opportunities for further innovation in interface design and interactive engagement features. This study contributes to usability evaluation research within digital crowdfunding platforms and provides recommendations for improving interface quality and user interaction experiences.
Adaptive Reuse of Heritage Buildings in Cultural Tourism: A Multi-Layered Design-Tourism Interface Framework from Kota Lama Surabaya Daniel Pandu Mau; Freddy Hendrawan; Ramanda Dimas Surya Dinata
Jurnal Internasional Riset Bisnis Pariwisata Vol 5 No 1 (2026): International Journal of Tourism Business Research (INTOUR)
Publisher : Faculty of Economics and Business, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/intour.v5i1.2994

Abstract

Historic urban heritage areas are key resources for cultural tourism but often face challenges of functional obsolescence and underutilization. Existing studies, however, often examine adaptive reuse from architectural or tourism perspectives separately, with limited integration between these dimensions. This study examined how design-based adaptive reuse of heritage buildings contributes to cultural tourism development in Kota Lama Surabaya by analyzing functional repositioning, design mediation, and tourism value structuring as interconnected processes shaping tourism outcomes. A qualitative multi-case study approach was employed, focusing on four heritage buildings representing different cultural zones. Data were collected through field observations, in-depth interviews, and document analysis, and analyzed using within-case and cross-case comparative methods. The findings reveal that adaptive reuse operates as an integrated interaction-based system rather than a linear transformation. Functional repositioning redefines the role of heritage buildings within socio-economic and tourism systems, while design mediation translates these changes into spatial experiences and cultural narratives. Tourism value emerges through the interplay of economic, experiential, and symbolic dimensions, which are often characterized by inherent tensions. This study proposes a multi-layered design-tourism interface framework, demonstrating that the effectiveness of adaptive reuse depends on the alignment between function, design, and value. Through integrating design and tourism perspectives, the study contributes to adaptive reuse literature by conceptualizing heritage transformation as an interconnected socio-spatial and experiential process within tourism systems.
DESIGN-DRIVEN PLACE BRANDING THROUGH ADAPTIVE REUSE IN MULTICULTURAL HERITAGE DISTRICTS Daniel Pandu Mau; Freddy Hendrawan; Ramanda Dimas Surya Dinata
Jurnal Pariwisata Tawangmangu Vol 4 No 2 (2026): July 2026
Publisher : Institut Teknologi dan Bisnis Kristen Bukit Pengharapan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61696/juparita.v4i2.1095

Abstract

Adaptive reuse of heritage buildings has become increasingly important for supporting the sustainability of historic districts. However, studies integrating design intervention, spatial character, and district identity formation within the context of place branding remain limited, particularly in multicultural heritage districts. This study aimed to examine how design interventions in heritage buildings shaped spatial character, generated spatial experience potential, and contributed to district identity formation in the Old Town of Surabaya. This research employed a qualitative approach using a multiple-case study strategy involving four heritage buildings representing different cultural zones. Data were collected through field observation, visual documentation, and literature review, and subsequently were analyzed using a descriptive-interpretative approach through spatial configuration analysis, functional transformation analysis, and cross-case comparison. The findings indicated that design interventions influenced spatial configuration, circulation patterns, functional hierarchy, and contextual integration, resulting in diverse forms of spatial experience potential. The findings further indicated that spatial experience potential functioned as a mediating mechanism between spatial transformation and place perception, while place branding in heritage districts emerged through the interaction between spatial identity, narrative meaning, and spatial experience generated through design. This study developed a design-driven place branding model that linked design intervention, spatial experience potential, and district identity formation. Future research is recommended to further validate this model through post-occupancy evaluation and visitor perception studies across different heritage district contexts.
Effectiveness of the Design Platform Canva on the Creative Thinking of Visual Communication Design Students Ramdani Abdul Malik; Ramanda Dimas Surya Dinata; Freddy Hendrawan
Gorga : Jurnal Seni Rupa Vol. 14 No. 2 (2025): Gorga: Jurnal Seni Rupa
Publisher : Fakultas Bahasa dan Seni Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/0vmcgr50

Abstract

Technology has penetrated the creative industry, particularly in the Visual Communication Design sector, particularly in the field of visual design tools. One clear example of this technological advancement is the Canva instant design platform. Canva has become a widely used design application due to its user-friendly design features. Therefore, this study aims to analyze the influence and impact of instant design platforms, specifically Canva, on the creative thinking skills of Visual Communication Design (DKV) students. Data collection was conducted through an experimental method involving 30 respondents. Respondents were divided into two groups: users of the Canva instant design platform and users of the Adobe family of conventional design platforms. Based on the results of the data processing and experiment, it can be concluded that the Canva instant design platform has a significant impact on students' creative thinking patterns, particularly in terms of fluency in expressing ideas visually. The findings indicate that Canva users tend to have higher creative thinking scores than Adobe users, with average scores in the moderate creative range. Assessment was conducted using a creative thinking rubric with five main indicators: fluency, originality, elaboration, symbolism, and flexibility.
“Keraton’s Culinary”: Strategi Edukasi Budaya Melalui Board Game Augmented Reality Bagi Gen Z Yogyakarta Romario Santana; Freddy Hendrawan; Ni Made Emmi Nutrisia Dewi; Ramanda Dimas Surya Dinata
Besaung : Jurnal Seni Desain dan Budaya Vol. 10 No. 3 (2025): Besaung: Agustus-November
Publisher : UNIVERSITAS INDO GLOBAL MANDIRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36982/jsdb.v10i3.5931

Abstract

The rapid development of technology and intense exchange of information has caused the younger generation to be easily influenced by outside cultures. This has resulted in the traditional food of Kraton Yogyakarta, which is full of philosophy and deep cultural values, is threatened to be forgotten by the current generation, especially Generation Z in Yogyakarta. The purpose of this research and design is to focus on efforts to preserve traditional food through board game media integrated with Augmented Reality technology to educate the importance of traditional cuisine as a regional cultural identity. The design method uses the ADDIE (Analysis, Design, Development, Implementation, Evaluation) model, which consists of needs analysis, game conceptual design, prototype development, trial implementation, and effectiveness evaluation. This method was chosen because it provides a systematic structure in designing an effective gaming experience. The results of the study indicate that there is a crisis of knowledge regarding traditional culinary culture among Generation Z in Yogyakarta, caused by a lack of media that presents such content in a visually appealing and technologically relevant manner. The design results show that board games with Augmented Reality technology can create an interactive and immersive educational experience and increase Generation Z's understanding of the food philosophy of the Yogyakarta Palace. This research and design is expected to contribute to the development of interactive, immersive, and sustainable educational media.
Representasi Simbolik Rejang Inyeng Melalui Film Dokumenter di Desa Adat Tiyingan Kabupaten Badung: Indonesia I Putu Sukadana; I Putu Gede Suyoga; Ramanda Dimas Surya Dinata; Freddy Hendrawan
Besaung : Jurnal Seni Desain dan Budaya Vol. 10 No. 3 (2025): Besaung: Agustus-November
Publisher : UNIVERSITAS INDO GLOBAL MANDIRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36982/jsdb.v10i3.5940

Abstract

Rejang Inyeng  is a sacred dance preserved in Tiyingan Village, Petang District, Badung Regency. Performed by young girls before menstruation during the Purnama Kapat and Purnama Kedasa ceremonies, the dance functions as a ritual to welcome deities. However, its continuity faces challenges due to limited academic documentation and a hiatus during the pandemic. This study aims to represent the symbolic meaning of Rejang Inyeng  through documentary film as a cultural preservation strategy. The research employed a qualitative approach by combining Ferdinand de Saussure’s semiotics, visual ethnography, and the Save the Cat narrative model. Data were collected through observation, interviews, questionnaires, literature studies, and documentation, while information tracing was guided by the concept of Catur Guru and the Glass Box method. Analysis was conducted by linking signifiers, such as dance movements and performers, with signifieds such as purity, sanctity, and cultural regeneration, further deepened through the concept of Dasa Aksara. The findings indicate that the documentary effectively represents the symbolism of Rejang Inyeng  in a communicative way, serving not only as a visual archive but also as an educational and cultural transmission medium. The novelty of this research lies in the integration of Saussurean semiotics with Dasa Aksara, the application of Catur Guru in data exploration, and the adaptation of Save the Cat within a sacred documentary.
Documentary Video Introduction of Modern Tebe System Based on Video in Cemenggaon Village, Sukawati, Gianyar I Wayan Agus Palguna Brahmanta; Ramanda Dimas Surya Dinata; Anak Agung Sagung Intan Pradnyanita
International Journal of Engineering, Science and Information Technology Vol 5, No 3 (2025)
Publisher : Malikussaleh University, Aceh, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52088/ijesty.v5i3.890

Abstract

Cemenggaon traditional village, located in Sukawati Gianyar subdistrict, has developed a modern tebe system to deal with the problem of organic waste. This modern tebe has been implemented in every resident's house, with around 245 heads of families already having at least two modern tebe. Cooperation between the government, stakeholders, and others is needed to manage non-organic waste. Also, residents, where several waste banks and non-organic waste have been prepared, will be sorted and have a sale value. Introducing the modern tebe system to the broader community, especially the younger generation, will train a responsible attitude towards preserving nature by caring for and keeping the environment clean of rubbish. Some respondents do not know and do not have sufficient insight into organic waste management, nor do they know how to handle organic waste using the modern tebe system.
Adaptasi Rumah Kaum Menjadi Homestay: Representasi Visual Adaptasi Budaya Rumah Gadang dalam Film Dokumenter Etnografi Visual: - Ragil Hermanto; Ramanda Dimas Surya Dinata; I Putu Gede Suyoga
Besaung : Jurnal Seni Desain dan Budaya Vol. 11 No. 3 (2026): (IN PROGRES) Besaung: Agustus-November 2026
Publisher : UNIVERSITAS INDO GLOBAL MANDIRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36982/jsdb.v11i3.7366

Abstract

Rumah Gadang is a cultural symbol of the Minangkabau people, embodying social, customary, and philosophical values within a matrilineal kinship system. The development of cultural tourism in the Seribu Rumah Gadang area, Solok Selatan Regency, has transformed Rumah Gadang from communal ancestral houses into cultural tourism homestays. Although this transformation has been studied from social, cultural, economic, and tourism perspectives, its visual representation through ethnographic documentary film remains limited. This gap highlights the need for audiovisual documentation that captures not only physical changes but also shifting social practices, cultural meanings, and identity negotiations. This study aims to represent the transformation of Rumah Gadang through an ethnographic documentary film and interpret its social, cultural, and economic meanings. A practice-based qualitative approach combines participatory observation, in-depth interviews, literature review, and visual and audiovisual documentation. Film production applies an observational-participatory strategy integrating everyday observation, cinematic interviews, spatial documentation, and ambient sound to construct a contextual portrayal of cultural change. Data analysis uses an interactive model supported by Roland Barthes’ semiotics, Bill Nichols’ documentary theory, and Brown’s cinematography framework. The findings show that transformation extends beyond physical change, generating new interactions between local communities and tourists and expanding Rumah Gadang into a social, cultural, and economic space. The documentary highlights cultural commodification through architecture, traditional practices, culinary expressions, and daily life, while presenting diverse stakeholder perspectives. The study concludes that commodification can function as adaptation and negotiation, supporting the sustainability of Rumah Gadang as living cultural heritage within tourism development